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Post by chrisbitz on Feb 5, 2012 8:21:04 GMT -7
I have to admit, i never use the Bank. I just want to be clear on what people expect to happen. Shift clicking on the left side should do nothing, but shift clicking on the right side should convert ALL the materials from the bottom inventory display, even those not dropped on the left hand side. For safetys sake, i'm going to assume only one material (say iron ingots) will be converted. Is that right? Exactly. When I shift clicked on diamonds, I expected the maximum number of diamonds to come out. It was part of a procedure to convert the multiple 64s of gold from the town hall, to something that would go in the bank, as the max is 64 gold. at any time, and the town hall paid with about 6x64 golds... thanks, and could you send me a link to 17v2 please? thanks for a great mod!
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Post by mikel88 on Feb 5, 2012 8:35:20 GMT -7
I got the fence to work. When i tried doing it for the wall it said unknown floor plan. Is it just Build, wall and than the length and height?
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Post by ldog on Feb 5, 2012 9:12:57 GMT -7
Chrisbitz is talking about 1 of 2 issues I pmed you about with the bank Scott. Shiftclicking crashes the game. Same as the old Minecraft vanilla bug when the same thing happened with shiftclicking into chests.
I'm not suggesting this as a general change because I know there are a lot of negatives as well but I think for debugging purposes it would be handy if you guys could restrict the builder to only getting material from his own chest. That is really the only way to keep tabs on if material use is correct or not. As it is it is hard to tell since you have to follow him around and see what he grabs from where.
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Post by rscott6666 on Feb 5, 2012 11:42:19 GMT -7
I got the fence to work. When i tried doing it for the wall it said unknown floor plan. Is it just Build, wall and than the length and height? Which wall, you just can't say wall, you have to give the name of a wall floorplan, like wallcity1 or cobblewall
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Post by rscott6666 on Feb 5, 2012 11:52:09 GMT -7
Chrisbitz is talking about 1 of 2 issues I pmed you about with the bank Scott. Shiftclicking crashes the game. Same as the old Minecraft vanilla bug when the same thing happened with shiftclicking into chests. I'm not suggesting this as a general change because I know there are a lot of negatives as well but I think for debugging purposes it would be handy if you guys could restrict the builder to only getting material from his own chest. That is really the only way to keep tabs on if material use is correct or not. As it is it is hard to tell since you have to follow him around and see what he grabs from where. Fixing the shift click is easy. But i want to get the shift action to work as it should. I don't think the resources are horribly wrong, just not quite ideal. Worst comes to worst, i will just fix the shift click crash and then release it.
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d4m1r
New Member
Posts: 1
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Post by d4m1r on Feb 5, 2012 12:02:29 GMT -7
Can someone send me the link for RC17 please.
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Post by ldog on Feb 5, 2012 13:42:14 GMT -7
Well the bank shiftclick crash is not new, that was existant in RC16 (and after doing it a few times you start to remember not to shiftclick into the bank, same thing for logging out and losing all the money you left in the slots; after it happened twice I remembered not to leave money there) so I wouldn't consider it a showstopper.
Same with the lumberjack, the issues make perfect sense since Vlad explained it.
I agree on the resources. Not even sure it is off, it is just more expensive now since we have to provide materials for things we didnt used to and some of the floorplan changes use more material than we are used to as well (wood floor added to house1, etc). So as best as I can determine without some kind of debug I'd have to say everything seems to be working fine in that regard. I've got suggestions as always but not finding any (new) bugs or stability issues.
Oh. Do still need to test the walls & bridges since the last upload.
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Post by ldog on Feb 5, 2012 13:49:55 GMT -7
And I spoke to soon about stability: java.lang.ArrayIndexOutOfBoundsException: -1 at yq.a(SourceFile:80) at BuilderInventory.compare(BuilderInventory.java:32) at EntityBuilder.chestContains(EntityBuilder.java:987) at EntityBuilder.simpleFindChestWithResource(EntityBuilder.java:1039) at EntityBuilder.simpleFindChestWithResource(EntityBuilder.java:1016) at EntityBuilder.workerUpdate(EntityBuilder.java:492) at EntityWorker.B_(EntityWorker.java:412) at EntityBuilder.B_(EntityBuilder.java:100) at vq.a(World.java:1672) at vq.f(World.java:1647) at vq.m(World.java:1545) at net.minecraft.client.Minecraft.k(SourceFile:1594) at net.minecraft.client.Minecraft.x(SourceFile:709) at net.minecraft.client.Minecraft.run(SourceFile:662) at java.lang.Thread.run(Unknown Source)
Building townhall2 at the moment.
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Post by rscott6666 on Feb 5, 2012 14:21:47 GMT -7
Thanks for the bug report.
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Post by ldog on Feb 5, 2012 14:40:26 GMT -7
It is happening repeatedly. Nightfell so it stopped when he went to sleep and I was able to at least locate him and start following him. He goes to the builderhut, then goes to the townhall and starts working. Then it crashes, I log back in, he does the same thing. He doesn't seem to be making progress either (I am probably out of wood again). I have rinsed and repeated a few times but the crashlog is exactly the same each time so I'll delete the buildsign and see if he gets past it or I can reproduce it again.
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Post by ldog on Feb 5, 2012 16:15:16 GMT -7
Ok, deleted sign. Had him build 2 other buildings. Went just fine (I wasn't out of wood). Restarted townhall2 and same exact thing. Will look at floorplan.
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Post by ldog on Feb 5, 2012 17:39:54 GMT -7
Warehouse2 and house2 still have errors by the way. Basement is 1 square too far forward in warehouse2, house2 very front of roof, 2 center wooden blocks should be 1 square towards the front (compare the files I put up for download) This isn't exhaustive as I haven't built all the buildings since rc17v2
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Post by ldog on Feb 5, 2012 17:57:07 GMT -7
Warehouse3 also causing: java.lang.ArrayIndexOutOfBoundsException: -1 at yq.a(SourceFile:80) at BuilderInventory.compare(BuilderInventory.java:32) at EntityBuilder.chestContains(EntityBuilder.java:987) at EntityBuilder.simpleFindChestWithResource(EntityBuilder.java:1039) at EntityBuilder.simpleFindChestWithResource(EntityBuilder.java:1016) at EntityBuilder.workerUpdate(EntityBuilder.java:492) at EntityWorker.B_(EntityWorker.java:412) at EntityBuilder.B_(EntityBuilder.java:100) at vq.a(World.java:1672) at vq.f(World.java:1647) at vq.m(World.java:1545) at net.minecraft.client.Minecraft.k(SourceFile:1594) at net.minecraft.client.Minecraft.x(SourceFile:709) at net.minecraft.client.Minecraft.run(SourceFile:662) at java.lang.Thread.run(Unknown Source)
I believe that is exact same as the other one.
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Post by lilleman on Feb 6, 2012 4:11:48 GMT -7
I didn't try rc17v2 yet, but I noticed some bugs in rc17 after a few hours of testing: -Lumberjack cut all wood near to him, even if it's a building -when a house is placed on a beach, settlers sometimes go in the ocean, and disappear. The chest is still considering the settlers are existing, and I'll have to restart Minecraft to spawn new ones. -You have to restart Minecraft if you want to switch World, otherwise Settlers count is not calculated correctly -When settler is doing a "treasurehunting" quest, he sometimes stop and switch quest, leaving no hint where the treasure is. -Some floorplans bugs (house2), fixed by replacing with custom floorplans. -The builder can't use some materials if "infinite resources" is set on false (lava, and for one of my floorplan which contain redstone, he's asking for "notGate"). -farmer sometimes create a "waterfall": when his chest is on a hill, he may put water in a wrong location, creating a waterfall that destroy all crops. -If you change a quest in the minecolony.properties that is already trigerred by one of the settlers, you'll have to kill this settlers, otherwise the game crash and display "saving chunks". -If you build "builderhut3" and "builderhut4" by adding customs floorplans, the builder will stop work. (builderhut2 seems to be the max level for now)
Also, as I'm working on a quest editor, I messed up a bit with the minecolony.properties, trying to make funny quests. It seems to work well, I can spawn any Minecraft mob with "mobhunting" quests (even Enderdragon, which is NOT a good idea).
So I have a question, and a small request: -What are the IDs of gold coins and silver coins? I will need those to create quests with "realistics" rewards.
-For now, there are 3 spawn location for a quest: "random", <chest>, "specific;x;y;z". So I'm wondering: Is it possible to add "tile.hutHunter", "tile.hutDeliveryman", and "tile.hutfarmer"? Also, is it possible to add a "relative" location: something like "relative;x;y;z", that will start at the citizen location? This could be very useful to make "scripted" quests.
Thanks for reading, and keep up the good work!
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Post by vlad on Feb 6, 2012 8:35:49 GMT -7
lumberjack counts all wood blocks that is attached to the leafs as a tree. So if tree is grown near the hut, leafs can touch the hut angle.
gold coind 3264, silver - 3265
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